Providing Collective Play in an Online Game

ABSTRACT

A system for providing play in a game includes one or more processors and memory configured to represent two or more users as a single player in an online game. The processor(s) and memory are configured to receive input, via one or more networks, from each of the users, the input relating to how the single player is to play the game; and based on the inputs from the users, determine an action by the single player in the game. The system can make collective play possible in a game that is structured by the game provider for play by individuals.

FIELD

The present disclosure relates to providing collective play in an onlinegame.

BACKGROUND

This section provides background information related to the presentdisclosure which is not necessarily prior art.

Online gaming is growing in popularity and provides many differentavenues for entertainment. Various kinds of games, including but notlimited to card games, strategy games, board games, puzzle games, wordgames, etc., are available to a player who uses a computer. Some onlinegames are suitable for play, e.g., by a single person. Other onlinegames are suitable for play by multiple people competing against oneanother.

SUMMARY

This section provides a general summary of the disclosure, and is not acomprehensive disclosure of its full scope or all of its features.

The present disclosure, in one example embodiment, is directed to asystem for providing play in a game. The system includes one or moreprocessors and memory configured to represent two or more users as asingle player in an online game. The processor(s) and memory areconfigured to receive input, via one or more networks, from each of theusers, the input relating to how the single player is to play the game;and based on the inputs from the users, determine an action by thesingle player in the game.

In another implementation, the disclosure is directed to a method ofproviding play in a game. Two or more users are represented as a singleplayer in a game. Inputs are received from each of the users as to howthe single player is to play the game. Based on the inputs from theusers, it is determined how the single player is to play the game. Themethod includes providing input by the single player to the game inaccordance with the determining. The method is performed by one or moreprocessors using memory and one or more networks.

In yet another implementation, the disclosure is directed to a systemfor providing play in a game. One or more processors and memory areconfigured to interface with a game platform for play of a game;interface with two or more users via one or more networks; represent theusers as a single player to play the game; and use inputs from each ofthe users to determine an action for the single player to take inplaying the game.

Further areas of applicability will become apparent from the descriptionprovided herein. The description and specific examples in this summaryare intended for purposes of illustration only and are not intended tolimit the scope of the present disclosure.

DRAWINGS

The drawings described herein are for illustrative purposes only ofselected embodiments and not all possible implementations, and are notintended to limit the scope of the present disclosure.

FIG. 1 is a diagram of a system for providing game play in accordancewith one implementation of the present disclosure;

FIG. 2 is an illustration of a game display in accordance with oneimplementation of the present disclosure;

FIG. 3 is a diagram of turns of an individual user and of a group ofusers in accordance with one implementation of the present disclosure;

FIG. 4 is an illustration of a game display in accordance with oneimplementation of the present disclosure; and

FIG. 5 is a diagram of a system for providing game play in accordancewith one implementation of the present disclosure.

Corresponding reference numerals indicate corresponding parts throughoutthe several views of the drawings.

DETAILED DESCRIPTION

Example embodiments will now be described more fully with reference tothe accompanying drawings.

The present disclosure, in various implementations, is directed tosystems and methods for providing a game. The inventors have observedthat many games could be highly entertaining if individuals could playsuch a game as a group or a team. In one example embodiment, a method ofproviding play in a game includes representing two or more users as asingle player in a game. Inputs as to how the single player is to playthe game are received from each of the users. Based on the user inputs,it is determined how the single player is to play the game. Input by thesingle player is provided to the game in accordance with thedetermining.

One embodiment of a system for providing game play is indicatedgenerally in FIG. 1 by reference number 20. The system 20 includes acomputing system 24 having one or more processors and memory. Thecomputing system 24 may include, e.g., at least one computer, serverand/or other device capable of communicating via a network 32 with aplurality of user devices 36 of a plurality of users of the system 20.The computing system 24 and user devices 36 may include various types ofprocessors, memory and/or networking elements, including but not limitedto various computers, mobile devices, tablets, servers, routers, storagedevices, entertainment devices, gaming systems, smart TVs, etc. Thecomputing system 24 may or may not be distributed among a plurality ofdevices. It should further be understood that the network 32 may include(without limitation) an internet (e.g., the Internet), an intranet, acellular network, a satellite network, a cable network, wired and/orwireless networks, etc., and/or combinations of various network types.Those knowledgeable in the art will appreciate that many devices,networks, and combinations thereof are possible in various embodimentsof the disclosure.

The computing system 24 is configured to represent two or more users asa single player in an online game. Play in the game may be madeavailable to users through the computing system 24 by a game providersystem 40. The game provider system 40 may or may not make the play inthe same game available to other users independently of the computingsystem 24. A plurality of game provider systems 40 may be incommunication with the computing system 24. The computing system 24 mayprovide play in various games from the game provider system(s) 40 tovarious users via user devices 36. In some embodiments, the computingsystem 24 may itself act as a game provider system and may provide playin one or more games to users as further described below.

The computing system 24 receives inputs from each of the usersassociated with a single player via their user devices 36 and thenetwork 32. Specifically and for example, each user votes how the singleplayer is to play the game. Based on the inputs from the users, thecomputing system 24 determines how the single player is to play thegame. The computing system 24 provides input by the single player to thegame in accordance with the determining.

Many different games and different types of games may be played by aplurality of users represented by a single virtual player. Althoughvarious aspects of the present disclosure are discussed below withreference to a poker game, aspects of the disclosure are not limited topoker, to card games, or to games that are played by a plurality ofplayers. Games may be played that may or may not involve betting byusers and/or acquisition and/or loss of stakes, prizes, awards, etc. byusers. Such stakes, prizes, and/or awards could be real, virtual,honorary, humorous, of no intrinsic worth, etc. Games may or may notinvolve the use of a currency, which in various games could be actual,virtual or of no value. In various aspects, games may be played that mayor may not involve competition among virtual players. Games may beplayed, e.g., “against the computer” and/or against combinations ofcomputer(s) and virtual player(s).

A game display in accordance with one exemplary implementation of thedisclosure is indicated generally in FIG. 2 by reference number 100. Thedisplay 100 may be provided to user devices 36 by the computing system24 in communication with the game provider system 40. The display 100shows a plurality of virtual players 104 representing usersparticipating in a game, e.g., a game of poker provided via the network32. Each virtual player 104 has a seat at a game table 108. The display100 shows a pot 112 of chips 116. Numbers 120 of chips bet by eachplayer 104 on a given hand of cards 124 played by one of the players 104also may be displayed. Play in the game is updated and re-displayed asplay proceeds in a predetermined order, e.g., around the table 108.

At least one virtual player 104 represents a group of individual userscollectively playing the game, each user using his/her user device 36.Another virtual player 104 may represent an individual user and not agroup. Various combinations are possible of virtual players 104 thatrepresent individual users and virtual players 104 that represent groupsof users. Each user who is part of a group takes action to play the gameindividually, in the same or similar manner as if the individual wereplaying the game as an individual and not as a group member.

When a virtual player 104 that represents a group is given a turn forplay, the computing system 24 combines the individual actions of theusers on that group to determine an action for that virtual player 104to take in the game. The computing system 24 sends the action to thegame provider system 40 that is providing the game. That action is thenplayed in the game by the game provider system 40 for the given turn ofthe virtual player 104. The display 100 may include game displayinformation provided by the game provider system 40 and also may displayinformation provided by the computing system 24 specific to a group thatreceives the display 100. For example, the display 100 may be sent onlyto users who are currently participating in a group and includes alisting 130 of a number of users who are currently participating in thatgroup. In some embodiments, whether a virtual player 104 represents anindividual or a group has little to no bearing on how the game providersystem 40 provides the game. Furthermore, in some embodiments the gameprovider system 40 may have no information as to whether a virtualplayer 104 represents an individual or a group.

In the example game shown in FIG. 2, each user may contribute money,and/or some other currency that may or may not have value, through thecomputing system 24 to purchase a chip stack or some other tangible orintangible representation of the user's relative table stakes, for thevirtual player 104 representing that user. The computing system 24 mayinterface with the game providing system 40 to purchase the chip stack.The individual users in the group may subsequently share the virtualplayer's winnings, if any, e.g., in proportion to their stackcontributions.

Turns of an individual user and of a group of users in anotherembodiment of a game, e.g., a poker game, are shown in FIG. 3. For aturn 304 of a virtual player that represents an individual user 308, theuser 308 decides what action to take and sends input, e.g., to the gameprovider system 40, which causes the virtual player representing theuser 308 to take that action in the game. Play then passes in the gameto another virtual player. For a turn 320 of a virtual player thatrepresents a group 324 of users 326, each user 326 in the group 324decides what action he/she wishes to take and sends his/her decision tothe computing system 24. As shown in FIG. 3, inputs 330 from two users326 indicate decisions to bet $20. Input 334 from one user 326 indicatesa decision to bet $15. Inputs 338 from three users 326 indicatedecisions to fold, and one user 326 provides input 342 indicating adecision to check.

The computing system 24 applies one or more rules to reach a collectivedecision as to how the virtual player for the group 324 is to play theturn. In the example shown in FIG. 3, the computing system 24 identifiesa subgroup of users 326 whose votes first reach the computing system 24,e.g., within a predetermined time limit, to produce a majority or a tie.Thus, in the example shown in FIG. 3, where inputs from users 326 whohave decided to place a bet reach a majority before inputs from users326 who have decided to fold, the decisions to bet are used to set theaction of the virtual player for the group 324. The computing system 24next applies a “majority rules” rule to the bets to determine that thevirtual player for the group 324 is to make a $20 bet in the game. Thedecision to bet $20 is transmitted to the game provider system 40, whichcauses the virtual player for the group 324 to bet $20, and play passesin the game to the next virtual player.

Generally, and with reference to FIG. 1, there are numerous ways inwhich the computing system 24 may determine an action to be played by avirtual player representing a group. Ways in which an action in a gamecould be determined may vary dependent on many factors, e.g., on thetype of game being played, how many users are playing the game, timefactors, whether the game is structured for only one or for more thanone virtual player, whether bets are involved, etc. Various methodsand/or rules in addition to or in place of “majority rules” and “firstto reach majority” could be used to make such determinations. In somegames, e.g., averaging and/or even random selection of user inputs mightbe used to formulate rules.

Referring to the example poker game discussed with reference to FIG. 3,play may proceed alternatively, e.g., as follows. When the sub-groupmajority decision to bet is reached as described above, the computingsystem 24 may apply an “averaging” rule to the individual user bets of$20, $20, and $15, rounding any remainder to the next highest dollar, todetermine a group bet of $19. The computing system 24 passes thisdecision to the game provider system 40, which causes the virtual playerrepresenting the group 324 to bet $19.

A display of a group decision in the example game referred to withreference to FIG. 2 is indicated generally in FIG. 4 by reference number400. Upon determining a collective action for a given group to take in agiven turn, the computing system 24 may display statistics regarding thedetermination to users in the group. For example, percentages 404 ofusers who voted respectively to call, raise, check or fold aredisplayed, along with an average amount 408 of raises voted by thoseusers voting to raise. Thus a user in a group may be kept current as tohow other users in the group are playing turns of the game. Thecomputing system 24 may also allow private conversations among the usersin a group, by chat and/or by voice, e.g., to discuss, critique andotherwise collaborate as to the actions and play of the group.

One example configuration of a system for providing play in a game isindicated generally in FIG. 5 by reference number 500. A computingsystem 504 may be accessed by users over a plurality of channels 508,including but not limited to the Internet 512, mobile network(s) and/ormobile applications 516, and/or desktop applications 520. The computingsystem 504 may provide users with group play in one or more games 524provided by a game provider system 528. Such games may include but arenot limited to one or more card games 532, one or more board games 536,and/or one or more strategy games 540. The games 524 are examples only,and many different types of games, including but not limited to games(e.g., solitaire) typically playable by only one player, could be madeavailable for group play through the computing system 504. The computingsystem 504 provides group play, e.g., by providing Web services 544 in aservice-oriented environment. Other or additional types of servicesand/or system architectures could be used, however, to provide game playin other embodiments.

The computing system 504 communicates with the game provider system 528via one or more application program interface (API) adapters 548 to asoftware platform 552 of the game provider system 528. One or more APIs,which may or may not be specific to the games 524, may be provided bythe game provider system 528 to interface with the computing system 524through the adapters 548.

The computing system 504 provides group play via a business rules engine560 in communication with an event-driven application 564. Theapplication 564 may be driven by events in a game 524, e.g., an arrivalof a turn to be played by a virtual player representing a group ofusers. The application also may be driven by group-related events, e.g.,receipt of a vote input by a user as to how a group should collectivelytake an action in the game.

The rules engine 560 includes a system 570 for business rule management,a system 574 for dynamic event processing, a tracking system 576, and asequential processing system 578. The business rules management system570 is used to manage rules governing, e.g., the assemblage of a groupand of collective actions by a group. Such rules may include, e.g., amaximum number of users who are allowed to be in a group, a “majorityrules” rule for tallying user votes, an averaging rule, other oradditional tie-breaking and/or tallying rules for determining acollective move, play, amount of a bet or other collective decision foraction in a game, etc. The foregoing rules are examples only, and manytypes of business rules could be provided to handle various aspects ofplay in various games. The dynamic event processing system 574 maydetermine that an event detected by the event driven application 564 isgoverned by one or more of the rules. The tracking system 576 may trackuser stakes, prizes, awards, etc. relative to stakes, prizes, awards,etc. of a virtual player. Thus, for example, the tracking system 576 maytrack buy-ins and cash-outs by users relative to winnings and/or lossesof a virtual player representing the users. The sequential processingsystem 578 may keep track, e.g., of previous actions taken by virtualplayers in the game and/or previous actions taken by users in a group.It should be noted that in some implementations, the computing system504 may itself exchange events of game play with the event-drivenapplication 564 and business rules engine 560. It also should be notedthat system architectures in addition to or alternative to that shown inFIG. 5 may be configured to provide collective play in accordance withvarious aspects of the present disclosure.

Embodiments of the foregoing system can make collective play possible ina game that is structured by the game provider for play by individuals.Where an adapter is used to interface with the game provider softwareplatform, there is substantially no disruption to the software platform.Thus many different games that are already available for individual playcould be made available for collective play by providing appropriateadapters—a small investment compared to the cost of providing an entiregaming system. In various implementations, actions to make game play acollective activity are taken outside an environment in which the gameitself takes place. In games where participants become known for theirplaying skill, many more participants can have an opportunity to playagainst “top-tier” opponents (where such an opponent could be anindividual or another group). For games in which a user pays to play,money can be pooled for a larger buy-in, than if each participant wereto play individually. Where the users in a group do not know what theoutcome of a group vote on a game action will be, there can be muchexcitement, anticipation and fun. Users can form teams, e.g., likebowling leagues, play weekly or on some other regular basis, and canmaintain standings. New levels of play opportunities are presented whengroup play is added to an individually played game.

Example embodiments are provided so that this disclosure will bethorough, and will fully convey the scope to those who are skilled inthe art. Numerous specific details are set forth such as examples ofspecific components, devices, and methods, to provide a thoroughunderstanding of embodiments of the present disclosure. It will beapparent to those skilled in the art that specific details need not beemployed, that example embodiments may be embodied in many differentforms and that neither should be construed to limit the scope of thedisclosure. In some example embodiments, well-known processes,well-known device structures, and well-known technologies are notdescribed in detail.

The terminology used herein is for the purpose of describing particularexample embodiments only and is not intended to be limiting. As usedherein, the singular forms “a,” “an,” and “the” may be intended toinclude the plural forms as well, unless the context clearly indicatesotherwise. The terms “comprises,” “comprising,” “including,” and“having,” are inclusive and therefore specify the presence of statedfeatures, integers, steps, operations, elements, and/or components, butdo not preclude the presence or addition of one or more other features,integers, steps, operations, elements, components, and/or groupsthereof. The method steps, processes, and operations described hereinare not to be construed as necessarily requiring their performance inthe particular order discussed or illustrated, unless specificallyidentified as an order of performance. It is also to be understood thatadditional or alternative steps may be employed.

When an element or layer is referred to as being “on,” “engaged to,”“connected to,” or “coupled to” another element or layer, it may bedirectly on, engaged, connected or coupled to the other element orlayer, or intervening elements or layers may be present. In contrast,when an element is referred to as being “directly on,” “directly engagedto,” “directly connected to,” or “directly coupled to” another elementor layer, there may be no intervening elements or layers present. Otherwords used to describe the relationship between elements should beinterpreted in a like fashion (e.g., “between” versus “directlybetween,” “adjacent” versus “directly adjacent,” etc.). As used herein,the term “and/or” includes any and all combinations of one or more ofthe associated listed items.

The foregoing description of the embodiments has been provided forpurposes of illustration and description. It is not intended to beexhaustive or to limit the disclosure. Individual elements or featuresof a particular embodiment are generally not limited to that particularembodiment, but, where applicable, are interchangeable and can be usedin a selected embodiment, even if not specifically shown or described.The same may also be varied in many ways. Such variations are not to beregarded as a departure from the disclosure, and all such modificationsare intended to be included within the scope of the disclosure.

1. A system for providing play in a game, the system comprising one ormore processors and memory configured to: represent two or more users bya single player entity identified in an online game as an individualplayer in the game; receive input, via one or more networks, from eachof the users, the input relating to how the single player entity is toplay the game; and based on the inputs from the users, determine anaction by the single player entity in the game.
 2. The system of claim1, wherein the one or more processors and memory are configured toprovide to the game the action by the single player entity.
 3. Thesystem of claim 2, wherein the one or more processors and memory areconfigured to use a set of business-decision rules to provide the actionby the single player entity.
 4. The system of claim 1, where the game ismade available to at least a third user represented by a second playerentity.
 5. The system of claim 1, where the single player entity is theonly player in the game.
 6. The system of claim 1, wherein the one ormore processors and memory are configured to interface with a gameprovider system that provides the online game, where the game providersystem makes play in the online game available to users in addition toand with users of the system of claim
 1. 7. A method of providing playin a game, the method comprising: representing two or more users by asingle player entity identified in an online game as an individualplayer in the game; receiving inputs from each of the users as to howthe single player entity is to play the game; based on the inputs fromthe users, determining how the single player entity is to play the game;and providing input by the single player entity to the game inaccordance with the determining; the method performed by one or moreprocessors using memory and one or more networks.
 8. The method of claim7, further comprising: for each turn made available to the single playerentity for play in the game, providing each of the users with aplurality of options for action in the game.
 9. The method of claim 7,wherein at least the determining is performed in accordance with one ormore rules.
 10. The method of claim 9, wherein the one or more rulesinclude one or more of the following: a “majority rules” rule, anaveraging rule, and a “first to reach majority” rule.
 11. The method ofclaim 7, wherein at least the determining is performed in accordancewith one or more tie-breaking rules.
 12. The method of claim 7, whereinthe determining is based at least in part on timing of the inputs fromthe users.
 13. The method of claim 7, wherein the inputs from the usersinclude one or more bets, the method further comprising making a bet bythe single player entity in the game in accordance with the determining.14. The method of claim 7, performed using one or more of the following:an internet, a mobile device, and a desktop application.
 15. A systemfor providing play in a game, the system comprising one or moreprocessors and memory configured to: interface with a game platform forplay of a game; interface with two or more users via one or morenetworks; represent the users as a single player to play the game; anduse inputs from each of the users to determine an action for the singleplayer to take in playing the game.
 16. The system of claim 15, whereinthe action for the single player is determined in accordance with one ormore rules for taking into account the inputs from each of the users.17. The system of claim 15, where the game platform is provided by agame provider system that identifies each of a plurality of playerentities as an individual player in the game, the player entitiesincluding the single player and one or more additional playersrepresenting one or more users not interfacing with the one or moreprocessors and memory for representation thereby as the one or moreadditional players; the one or more processors and memory furtherconfigured to interface with the game platform for play in the game bythe single player with the one or more additional players.
 18. Thesystem of claim 15, further comprising the game platform.
 19. The systemof claim 15, wherein the interfacing with two or more users is performedusing one or more services.
 20. The system of claim 15, wherein the gameincludes poker.